I knew it was ambeint light that made it soooo bright,
the brightness was a reflection though.

I use Art of Illusion for my 3D rendering...
so 0.3 is 1/3 of the way to 1.0 (which I think might be 100%)
(aoi doesn't use percent mesurments)
normally you have 0.8 (tooooooo much) in the normal scene...

Nice little walkthrough. The texturing on the walls and grass needed some work. It make have been the reflection and specular that annoyed me, I can't quite tell. It all just seems a bit smooth. Regardless, it looks good. While 0.3 is not 1/3 of 1, 1 is the total and therefore 100%. So by 0.3, he meant 30%.

One of the cool things about percents and decimals is how easy they can be translated. 0.33 is actually 33% of 1. 0.34 is 34%. Pretty cool.

But let's return to the topic at hand.

Thinking about it more I think it may not have been necessarily the wall texture but the lack of detail on the wall. Some walls, many in fact, are like yours: completely smooth. The problem was that with that texture it wasn't clear to me what kind of wall I was looking at; I didn't recognize it as something that I have seen in the real world. I should at least be able to understand the material. Don't let me be overly critical. A good slap in the face will shut me up.

The textures have suffered a bit from the compression of the frames for web distribution.

The actual surface of the walls is a kind of semi-glossy slightly bumpy surface similar to the paint work I've seen in old office buildings. The actual scene is a fantasy setting so I am not going for the photorealistic look, I'm more going for the kind of look you get in historical reconstruction walkthroughs in documentaries.

I'll be making some changes and re-rendering sometime soon but it does take about 12 hours.